Augmented Reality in Primary Education: An Active Learning Approach in Mathematics

IF 2.6 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Christina Volioti, Christos Orovas, Theodosios Sapounidis, George Trachanas, Euclid Keramopoulos
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引用次数: 0

Abstract

Active learning, a student-centered approach, engages students in the learning process and requires them to solve problems using educational activities that enhance their learning outcomes. Augmented Reality (AR) has revolutionized the field of education by creating an intuitive environment where real and virtual objects interact, thereby facilitating the understanding of complex concepts. Consequently, this research proposes an application, called “Cooking Math”, that utilizes AR to promote active learning in sixth-grade elementary school mathematics. The application comprises various educational games, each presenting a real-life problem, particularly focused on cooking recipes. To evaluate the usability of the proposed AR application, a pilot study was conducted involving three groups: (a) 65 undergraduate philosophy and education students, (b) 74 undergraduate engineering students, and (c) 35 sixth-grade elementary school students. To achieve this, (a) the System Usability Scale (SUS) questionnaire was provided to all participants and (b) semi-structured interviews were organized to gather the participants’ perspectives. The SUS results were quite satisfactory. In addition, the interviews’ outcomes indicated that the elementary students displayed enthusiasm, the philosophy and education students emphasized the pedagogy value of such technology, while the engineering students suggested that further improvements were necessary to enhance the effectiveness of the learning experience.
增强现实在小学教育:一种积极的数学学习方法
主动学习是一种以学生为中心的方法,它使学生参与到学习过程中,并要求他们通过教育活动来解决问题,从而提高他们的学习成果。增强现实(AR)通过创建真实和虚拟对象交互的直观环境,从而促进对复杂概念的理解,从而彻底改变了教育领域。因此,本研究提出了一个名为“烹饪数学”的应用程序,该应用程序利用AR来促进小学六年级数学的主动学习。该应用程序包括各种教育游戏,每个游戏都呈现一个现实生活中的问题,特别是烹饪食谱。为了评估拟议的AR应用程序的可用性,进行了一项试点研究,涉及三组:(a) 65名哲学和教育学本科学生,(b) 74名工科本科学生,(c) 35名六年级小学生。为此,(a)向所有参与者提供了系统可用性量表(SUS)问卷,以及(b)组织了半结构化访谈,以收集参与者的观点。SUS的结果非常令人满意。此外,访谈结果显示,小学生表现出热情,哲学与教育学学生强调该技术的教学价值,而工科学生则认为需要进一步改进以提高学习体验的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Computers
Computers COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
5.40
自引率
3.60%
发文量
153
审稿时长
11 weeks
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